#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 = (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 = (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(); } } }