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path: root/src/crepe/system/ParticleSystem.cpp
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-rw-r--r--src/crepe/system/ParticleSystem.cpp89
1 files changed, 42 insertions, 47 deletions
diff --git a/src/crepe/system/ParticleSystem.cpp b/src/crepe/system/ParticleSystem.cpp
index b14c52f..35a1d41 100644
--- a/src/crepe/system/ParticleSystem.cpp
+++ b/src/crepe/system/ParticleSystem.cpp
@@ -1,3 +1,4 @@
+#include <chrono>
#include <cmath>
#include <cstdlib>
#include <ctime>
@@ -5,6 +6,7 @@
#include "../api/ParticleEmitter.h"
#include "../api/Transform.h"
#include "../manager/ComponentManager.h"
+#include "../manager/LoopTimerManager.h"
#include "ParticleSystem.h"
@@ -12,7 +14,11 @@ using namespace crepe;
void ParticleSystem::update() {
// Get all emitters
- ComponentManager & mgr = this->mediator.component_manager;
+ const Mediator & mediator = this->mediator;
+ LoopTimerManager & loop_timer = mediator.loop_timer;
+ ComponentManager & mgr = mediator.component_manager;
+ float dt = loop_timer.get_scaled_fixed_delta_time().count();
+
RefVector<ParticleEmitter> emitters = mgr.get_components_by_type<ParticleEmitter>();
for (ParticleEmitter & emitter : emitters) {
@@ -21,38 +27,39 @@ void ParticleSystem::update() {
= mgr.get_components_by_id<Transform>(emitter.game_object_id).front().get();
// 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);
+ emitter.spawn_accumulator += emitter.data.emission_rate * dt;
+ while (emitter.spawn_accumulator >= 1.0) {
+ this->emit_particle(emitter, transform);
+ emitter.spawn_accumulator -= 1.0;
}
// Update all particles
- for (Particle & particle : emitter.data.particles) {
+ for (Particle & particle : emitter.particles) {
if (particle.active) {
- particle.update();
+ particle.update(dt);
}
}
// Check if within boundary
- check_bounds(emitter, transform);
+ this->check_bounds(emitter, transform);
}
-
- this->update_count = (this->update_count + 1) % this->MAX_UPDATE_COUNT;
}
void ParticleSystem::emit_particle(ParticleEmitter & emitter, const Transform & transform) {
constexpr float DEG_TO_RAD = M_PI / 180.0;
- vec2 initial_position = emitter.data.position + transform.position;
- float random_angle = generate_random_angle(emitter.data.min_angle, emitter.data.max_angle);
+ vec2 initial_position = emitter.data.offset + transform.position;
+ float random_angle
+ = this->generate_random_angle(emitter.data.min_angle, emitter.data.max_angle);
- float random_speed = generate_random_speed(emitter.data.min_speed, emitter.data.max_speed);
+ float random_speed
+ = this->generate_random_speed(emitter.data.min_speed, emitter.data.max_speed);
float angle_radians = random_angle * DEG_TO_RAD;
vec2 velocity
= {random_speed * std::cos(angle_radians), random_speed * std::sin(angle_radians)};
- for (Particle & particle : emitter.data.particles) {
+ for (Particle & particle : emitter.particles) {
if (!particle.active) {
particle.reset(emitter.data.end_lifespan, initial_position, velocity,
random_angle);
@@ -61,66 +68,54 @@ void ParticleSystem::emit_particle(ParticleEmitter & emitter, const Transform &
}
}
-int ParticleSystem::calculate_update(int count, double emission) const {
- double integer_part = std::floor(emission);
- double fractional_part = emission - integer_part;
-
- if (fractional_part > 0) {
- int denominator = static_cast<int>(1.0 / fractional_part);
- return (count % denominator == 0) ? 1 : 0;
- }
-
- return static_cast<int>(emission);
-}
-
void ParticleSystem::check_bounds(ParticleEmitter & emitter, const Transform & transform) {
- vec2 offset = emitter.data.boundary.offset + transform.position + emitter.data.position;
- double half_width = emitter.data.boundary.width / 2.0;
- double half_height = emitter.data.boundary.height / 2.0;
+ vec2 offset = emitter.data.boundary.offset + transform.position + emitter.data.offset;
+ float half_width = emitter.data.boundary.width / 2.0;
+ float half_height = emitter.data.boundary.height / 2.0;
- 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;
+ float left = offset.x - half_width;
+ float right = offset.x + half_width;
+ float top = offset.y - half_height;
+ float bottom = offset.y + half_height;
- for (Particle & particle : emitter.data.particles) {
+ for (Particle & particle : emitter.particles) {
const vec2 & position = particle.position;
- bool within_bounds = (position.x >= LEFT && position.x <= RIGHT && position.y >= TOP
- && position.y <= BOTTOM);
-
+ bool within_bounds = (position.x >= left && position.x <= right && position.y >= top
+ && position.y <= bottom);
+ //if not within bounds do a reset or stop velocity
if (!within_bounds) {
if (emitter.data.boundary.reset_on_exit) {
particle.active = false;
} else {
particle.velocity = {0, 0};
- if (position.x < LEFT) particle.position.x = LEFT;
- else if (position.x > RIGHT) particle.position.x = RIGHT;
- if (position.y < TOP) particle.position.y = TOP;
- else if (position.y > BOTTOM) particle.position.y = BOTTOM;
+ if (position.x < left) particle.position.x = left;
+ else if (position.x > right) particle.position.x = right;
+ if (position.y < top) particle.position.y = top;
+ else if (position.y > bottom) particle.position.y = bottom;
}
}
}
}
-double ParticleSystem::generate_random_angle(double min_angle, double max_angle) const {
+float ParticleSystem::generate_random_angle(float min_angle, float max_angle) const {
if (min_angle == max_angle) {
return min_angle;
} else if (min_angle < max_angle) {
return min_angle
- + static_cast<double>(std::rand() % static_cast<int>(max_angle - min_angle));
+ + static_cast<float>(std::rand() % static_cast<int>(max_angle - min_angle));
} else {
- double angle_offset = (360 - min_angle) + max_angle;
- double random_angle
- = min_angle + static_cast<double>(std::rand() % static_cast<int>(angle_offset));
+ float angle_offset = (360 - min_angle) + max_angle;
+ float random_angle
+ = min_angle + static_cast<float>(std::rand() % static_cast<int>(angle_offset));
return (random_angle >= 360) ? random_angle - 360 : random_angle;
}
}
-double ParticleSystem::generate_random_speed(double min_speed, double max_speed) const {
+float ParticleSystem::generate_random_speed(float min_speed, float max_speed) const {
if (min_speed == max_speed) {
return min_speed;
} else {
return min_speed
- + static_cast<double>(std::rand() % static_cast<int>(max_speed - min_speed));
+ + static_cast<float>(std::rand() % static_cast<int>(max_speed - min_speed));
}
}