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-rw-r--r--src/crepe/system/ParticleSystem.cpp159
1 files changed, 123 insertions, 36 deletions
diff --git a/src/crepe/system/ParticleSystem.cpp b/src/crepe/system/ParticleSystem.cpp
index 397b586..23534a3 100644
--- a/src/crepe/system/ParticleSystem.cpp
+++ b/src/crepe/system/ParticleSystem.cpp
@@ -1,62 +1,149 @@
#include <cmath>
#include <ctime>
+#include <cstdlib>
-#include "../ComponentManager.h"
-#include "../api/ParticleEmitter.h"
+#include "api/ParticleEmitter.h"
+#include "api/Vector2.h"
+#include "ComponentManager.h"
#include "ParticleSystem.h"
using namespace crepe;
-ParticleSystem::ParticleSystem() : elapsed_time(0.0f) {}
+ParticleSystem::ParticleSystem() {}
void ParticleSystem::update() {
+
+ // Get all emitters
ComponentManager & mgr = ComponentManager::get_instance();
std::vector<std::reference_wrapper<ParticleEmitter>> emitters
= mgr.get_components_by_type<ParticleEmitter>();
- float delta_time = 0.10;
+
for (ParticleEmitter & emitter : emitters) {
- float update_amount = 1 / static_cast<float>(emitter.emission_rate);
- for (float i = 0; i < delta_time; i += update_amount) {
- emit_particle(emitter);
+
+ // Get transform linked to emitter
+ const Transform& transform = mgr.get_components_by_id<Transform>(emitter.GAME_OBJECT_ID).front().get();
+
+ // Check if within boundary
+ check_bounds(emitter,transform);
+
+ // Emit particles based on emission_rate
+ int updates = calculate_update(this->update_count,emitter.data.emission_rate);
+ for (size_t i = 0; i < updates; i++)
+ {
+ emit_particle(emitter,transform);
}
- for (size_t j = 0; j < emitter.particles.size(); j++) {
- if (emitter.particles[j].active) {
- emitter.particles[j].update(delta_time);
+
+ // Update all particles
+ for (size_t j = 0; j < emitter.data.particles.size(); j++) {
+ if (emitter.data.particles[j].active) {
+ emitter.data.particles[j].update();
}
}
}
+ update_count++;
+ if(update_count == MAX_UPDATE_COUNT) update_count = 0;
}
-void ParticleSystem::emit_particle(ParticleEmitter & emitter) {
- Position initial_position = {emitter.position.x, emitter.position.y};
- float random_angle = 0.0f;
- if (emitter.max_angle < emitter.min_angle) {
- random_angle = ((emitter.min_angle
- + (std::rand()
- % (static_cast<uint32_t>(emitter.max_angle + 360
- - emitter.min_angle + 1))))
- % 360);
+void ParticleSystem::emit_particle(ParticleEmitter & emitter,const Transform& transform) {
+ constexpr double DEG_TO_RAD = M_PI / 180.0;
+
+ Vector2 initial_position = emitter.data.position + transform.position;
+ double min_angle = emitter.data.min_angle;
+ double max_angle = emitter.data.max_angle;
+ double random_angle;
+
+ if (min_angle <= max_angle) {
+ // Standard range (e.g., 10 to 20 degrees)
+ double angle_offset = max_angle - min_angle;
+ random_angle = min_angle + static_cast<double>(std::rand() % static_cast<uint32_t>(angle_offset));
} else {
- random_angle = emitter.min_angle
- + (std::rand()
- % (static_cast<uint32_t>(emitter.max_angle
- - emitter.min_angle + 1)));
+ // Wrap-around range (e.g., 350 to 10 degrees)
+ double angle_offset = (360 - min_angle) + max_angle;
+ random_angle = min_angle + static_cast<double>(std::rand() % static_cast<uint32_t>(angle_offset));
+
+ // Wrap around to keep random_angle within 0-360 degrees
+ if (random_angle >= 360) {
+ random_angle -= 360;
+ }
}
- float angle_in_radians = random_angle * (M_PI / 180.0f);
- float random_speed_offset = (static_cast<float>(std::rand()) / RAND_MAX)
- * (2 * emitter.speed_offset)
- - emitter.speed_offset;
- float velocity_x
- = (emitter.speed + random_speed_offset) * std::cos(angle_in_radians);
- float velocity_y
- = (emitter.speed + random_speed_offset) * std::sin(angle_in_radians);
- Position initial_velocity = {velocity_x, velocity_y};
- for (size_t i = 0; i < emitter.particles.size(); i++) {
- if (!emitter.particles[i].active) {
- emitter.particles[i].reset(emitter.end_lifespan, initial_position,
- initial_velocity);
+
+ // Generate a random speed between min_speed and max_speed
+ double speed_offset = emitter.data.max_speed - emitter.data.min_speed;
+ double random_speed = emitter.data.min_speed + static_cast<double>(std::rand() % static_cast<uint32_t>(speed_offset));
+
+ // Convert random_angle to radians
+ double angle_radians = random_angle * DEG_TO_RAD;
+
+ Vector2 velocity = {
+ random_speed * std::cos(angle_radians),
+ random_speed * std::sin(angle_radians)
+ };
+
+
+ for (size_t i = 0; i < emitter.data.particles.size(); i++) {
+ if (!emitter.data.particles[i].active) {
+ emitter.data.particles[i].reset(emitter.data.end_lifespan, initial_position,velocity,random_angle);
break;
}
}
}
+
+int ParticleSystem::calculate_update(int count, double emission) {
+
+ //get interger part of the emission
+ double integer_part = std::floor(emission);
+
+ // Get the fractional part of the emission
+ double fractional_part = emission - integer_part;
+
+ // Convert the fractional part to a denominator value
+ int denominator = static_cast<int>(1.0 / fractional_part);
+
+ // For emissions like 0.01, 0.1, 0.5, etc., calculate the update frequency
+ if (fractional_part > 0) {
+ // Calculate how often the update should be triggered based on the fractional part
+ if (count % denominator == 0) {
+ return 1;
+ } else {
+ return 0;
+ }
+ }
+
+ // For integer emissions, return the emission directly
+ return static_cast<int>(emission);
+}
+
+void ParticleSystem::check_bounds(ParticleEmitter & emitter,const Transform& transform)
+{
+ Vector2 offset = emitter.data.boundary.boundary_offset + transform.position + emitter.data.position;
+ double half_width = emitter.data.boundary.boundary_width / 2.0;
+ double half_height = emitter.data.boundary.boundary_height / 2.0;
+
+ // Define boundary edges
+ const double left = offset.x - half_width;
+ const double right = offset.x + half_width;
+ const double top = offset.y - half_height;
+ const double bottom = offset.y + half_height;
+
+ std::vector<Particle>& particles = emitter.data.particles;
+ for (Particle& particle : particles)
+ {
+ const Vector2& position = particle.position;
+
+ // Check if particle is within bounds
+ bool within_bounds = (position.x >= left && position.x <= right && position.y >= top && position.y <= bottom);
+ if (!within_bounds)
+ {
+ if (emitter.data.boundary.reset_on_exit)
+ {
+ particle.active = false;
+ }
+ else
+ {
+ particle.velocity = {0, 0};
+ //todo add that particle goes back to boundary
+ }
+ }
+ }
+}