Exemple #1
0
static bool Particle_PhysicsTick(Particle* p, Real32 gravity, bool throughLiquids, Real64 delta) {
	p->LastPos = p->NextPos;

	BlockID cur = Particle_GetBlock((Int32)p->NextPos.X, (Int32)p->NextPos.Y, (Int32)p->NextPos.Z);
	Real32 minY = Math_Floor(p->NextPos.Y) + Block_MinBB[cur].Y;
	Real32 maxY = Math_Floor(p->NextPos.Y) + Block_MaxBB[cur].Y;
	if (!Particle_CanPass(cur, throughLiquids) && p->NextPos.Y >= minY
		&& p->NextPos.Y < maxY && Particle_CollideHor(&p->NextPos, cur)) {
		return true;
	}

	p->Velocity.Y -= gravity * (Real32)delta;
	Int32 startY = Math_Floor(p->NextPos.Y);
	Vector3 velocity;
	Vector3_Mul1(&velocity, &p->Velocity, (Real32)delta * 3.0f);
	Vector3_Add(&p->NextPos, &p->NextPos, &velocity);
	Int32 endY = Math_Floor(p->NextPos.Y);

	Int32 y;
	if (p->Velocity.Y > 0.0f) {
		/* don't test block we are already in */
		for (y = startY + 1; y <= endY && Particle_TestY(p, y, false, throughLiquids); y++) {}
	} else {
		for (y = startY; y >= endY && Particle_TestY(p, y, true, throughLiquids); y--) {}
	}

	p->Lifetime -= (Real32)delta;
	return p->Lifetime < 0.0f;
}
Exemple #2
0
static bool Particle_CollideHor(Vector3* nextPos, BlockID block) {
	Vector3 horPos = Vector3_Create3((Real32)Math_Floor(nextPos->X), 0.0f, (Real32)Math_Floor(nextPos->Z));
	Vector3 min, max;
	Vector3_Add(&min, &Block_MinBB[block], &horPos);
	Vector3_Add(&max, &Block_MaxBB[block], &horPos);
	return nextPos->X >= min.X && nextPos->Z >= min.Z && nextPos->X < max.X && nextPos->Z < max.Z;
}
Exemple #3
0
static void RainParticle_Render(RainParticle* p, Real32 t, VertexP3fT2fC4b* vertices) {
	Vector3 pos;
	Vector3_Lerp(&pos, &p->Base.LastPos, &p->Base.NextPos, t);
	Vector2 size; size.X = (Real32)p->Base.Size * 0.015625f; size.Y = size.X;

	Int32 x = Math_Floor(pos.X), y = Math_Floor(pos.Y), z = Math_Floor(pos.Z);
	PackedCol col = World_IsValidPos(x, y, z) ? Lighting_Col(x, y, z) : Lighting_Outside;
	Particle_DoRender(&size, &pos, &Rain_Rec, col, vertices);
}
Exemple #4
0
static void TerrainParticle_Render(TerrainParticle* p, Real32 t, VertexP3fT2fC4b* vertices) {
	Vector3 pos;
	Vector3_Lerp(&pos, &p->Base.LastPos, &p->Base.NextPos, t);
	Vector2 size; size.X = (Real32)p->Base.Size * 0.015625f; size.Y = size.X;

	PackedCol col = PACKEDCOL_WHITE;
	if (!Block_FullBright[p->Block]) {
		Int32 x = Math_Floor(pos.X), y = Math_Floor(pos.Y), z = Math_Floor(pos.Z);
		col = World_IsValidPos(x, y, z) ? Lighting_Col_XSide(x, y, z) : Lighting_OutsideXSide;
	}

	if (Block_Tinted[p->Block]) {
		PackedCol tintCol = Block_FogCol[p->Block];
		col.R = (UInt8)(col.R * tintCol.R / 255);
		col.G = (UInt8)(col.G * tintCol.G / 255);
		col.B = (UInt8)(col.B * tintCol.B / 255);
	}
	Particle_DoRender(&size, &pos, &p->Rec, col, vertices);
}
/*########################################################################################################################*
*-------------------------------------------------------Respawning--------------------------------------------------------*
*#########################################################################################################################*/
float Respawn_HighestSolidY(struct AABB* bb) {
	int minX = Math_Floor(bb->Min.X), maxX = Math_Floor(bb->Max.X);
	int minY = Math_Floor(bb->Min.Y), maxY = Math_Floor(bb->Max.Y);
	int minZ = Math_Floor(bb->Min.Z), maxZ = Math_Floor(bb->Max.Z);
	float highestY = RESPAWN_NOT_FOUND;

	BlockID block;
	struct AABB blockBB;
	Vector3 v;
	int x, y, z;	

	for (y = minY; y <= maxY; y++) { v.Y = (float)y;
		for (z = minZ; z <= maxZ; z++) { v.Z = (float)z;
			for (x = minX; x <= maxX; x++) { v.X = (float)x;

				block = World_GetPhysicsBlock(x, y, z);
				Vector3_Add(&blockBB.Min, &v, &Blocks.MinBB[block]);
				Vector3_Add(&blockBB.Max, &v, &Blocks.MaxBB[block]);

				if (Blocks.Collide[block] != COLLIDE_SOLID) continue;
				if (!AABB_Intersects(bb, &blockBB)) continue;
				if (blockBB.Max.Y > highestY) highestY = blockBB.Max.Y;
			}
		}
	}
	return highestY;
}
/*########################################################################################################################*
*-------------------------------------------------------TextAtlas---------------------------------------------------------*
*#########################################################################################################################*/
void TextAtlas_Make(struct TextAtlas* atlas, const String* chars, const FontDesc* font, const String* prefix) {
	struct DrawTextArgs args; 
	Size2D size;
	Bitmap bmp;
	int i, width;

	DrawTextArgs_Make(&args, prefix, font, true);
	size = Drawer2D_MeasureText(&args);
	atlas->Offset = size.Width;
	
	width = atlas->Offset;
	for (i = 0; i < chars->length; i++) {
		args.Text = String_UNSAFE_Substring(chars, i, 1);
		size = Drawer2D_MeasureText(&args);

		atlas->Widths[i]  = size.Width;
		atlas->Offsets[i] = width;
		/* add 1 pixel of padding */
		width += size.Width + 1;
	}

	Bitmap_AllocateClearedPow2(&bmp, width, size.Height);
	{
		args.Text = *prefix;
		Drawer2D_DrawText(&bmp, &args, 0, 0);	

		for (i = 0; i < chars->length; i++) {
			args.Text = String_UNSAFE_Substring(chars, i, 1);
			Drawer2D_DrawText(&bmp, &args, atlas->Offsets[i], 0);
		}
		Drawer2D_Make2DTexture(&atlas->Tex, &bmp, size, 0, 0);
	}	
	Mem_Free(bmp.Scan0);

	Drawer2D_ReducePadding_Tex(&atlas->Tex, Math_Floor(font->Size), 4);
	atlas->uScale = 1.0f / (float)bmp.Width;
	atlas->Tex.uv.U2 = atlas->Offset * atlas->uScale;
	atlas->Tex.Width = atlas->Offset;	
}