#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+(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; } }