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-rw-r--r--src/crepe/system/ParticleSystem.cpp157
-rw-r--r--src/crepe/system/ParticleSystem.h64
-rw-r--r--src/crepe/system/RenderSystem.cpp56
-rw-r--r--src/crepe/system/RenderSystem.h18
4 files changed, 243 insertions, 52 deletions
diff --git a/src/crepe/system/ParticleSystem.cpp b/src/crepe/system/ParticleSystem.cpp
index 397b586..4a25b47 100644
--- a/src/crepe/system/ParticleSystem.cpp
+++ b/src/crepe/system/ParticleSystem.cpp
@@ -1,62 +1,143 @@
#include <cmath>
+#include <cstdlib>
#include <ctime>
-#include "../ComponentManager.h"
-#include "../api/ParticleEmitter.h"
+#include "api/ParticleEmitter.h"
+#include "api/Transform.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();
+
+ // 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 (Particle & particle : emitter.data.particles) {
+ if (particle.active) {
+ particle.update();
}
}
+
+ // Check if within boundary
+ check_bounds(emitter, transform);
}
+
+ this->update_count = (this->update_count + 1) % this->MAX_UPDATE_COUNT;
}
-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);
- } else {
- random_angle = emitter.min_angle
- + (std::rand()
- % (static_cast<uint32_t>(emitter.max_angle
- - emitter.min_angle + 1)));
- }
- 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);
+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 random_angle
+ = generate_random_angle(emitter.data.min_angle, emitter.data.max_angle);
+
+ double random_speed
+ = generate_random_speed(emitter.data.min_speed, emitter.data.max_speed);
+ double angle_radians = random_angle * DEG_TO_RAD;
+
+ Vector2 velocity = {random_speed * std::cos(angle_radians),
+ random_speed * std::sin(angle_radians)};
+
+ for (Particle & particle : emitter.data.particles) {
+ if (!particle.active) {
+ particle.reset(emitter.data.end_lifespan, initial_position,
+ velocity, random_angle);
break;
}
}
}
+
+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) {
+ Vector2 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;
+
+ 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;
+
+ for (Particle & particle : emitter.data.particles) {
+ const Vector2 & position = particle.position;
+ 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};
+ 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 {
+ 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));
+ } else {
+ double angle_offset = (360 - min_angle) + max_angle;
+ double random_angle = min_angle
+ + static_cast<double>(
+ 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 {
+ if (min_speed == max_speed) {
+ return min_speed;
+ } else {
+ return min_speed
+ + static_cast<double>(std::rand()
+ % static_cast<int>(max_speed - min_speed));
+ }
+}
diff --git a/src/crepe/system/ParticleSystem.h b/src/crepe/system/ParticleSystem.h
index 3ac1d3f..3155df1 100644
--- a/src/crepe/system/ParticleSystem.h
+++ b/src/crepe/system/ParticleSystem.h
@@ -1,18 +1,74 @@
#pragma once
-#include "../api/ParticleEmitter.h"
+#include <cstdint>
namespace crepe {
-
+class ParticleEmitter;
+class Transform;
+/**
+ * \brief ParticleSystem class responsible for managing particle emission, updates, and bounds checking.
+ */
class ParticleSystem {
public:
+ /**
+ * \brief Default constructor.
+ */
ParticleSystem();
+
+ /**
+ * \brief Updates all particle emitters by emitting particles, updating particle states, and checking bounds.
+ */
void update();
private:
- void emit_particle(ParticleEmitter & emitter); //emits a new particle
+ /**
+ * \brief Emits a particle from the specified emitter based on its emission properties.
+ *
+ * \param emitter Reference to the ParticleEmitter.
+ * \param transform Const reference to the Transform component associated with the emitter.
+ */
+ void emit_particle(ParticleEmitter & emitter, const Transform & transform);
+
+ /**
+ * \brief Calculates the number of times particles should be emitted based on emission rate and update count.
+ *
+ * \param count Current update count.
+ * \param emission Emission rate.
+ * \return The number of particles to emit.
+ */
+ int calculate_update(int count, double emission) const;
+
+ /**
+ * \brief Checks whether particles are within the emitter’s boundary, resets or stops particles if they exit.
+ *
+ * \param emitter Reference to the ParticleEmitter.
+ * \param transform Const reference to the Transform component associated with the emitter.
+ */
+ void check_bounds(ParticleEmitter & emitter, const Transform & transform);
- float elapsed_time; //elapsed time since the last emission
+ /**
+ * \brief Generates a random angle for particle emission within the specified range.
+ *
+ * \param min_angle Minimum emission angle in degrees.
+ * \param max_angle Maximum emission angle in degrees.
+ * \return Random angle in degrees.
+ */
+ double generate_random_angle(double min_angle, double max_angle) const;
+
+ /**
+ * \brief Generates a random speed for particle emission within the specified range.
+ *
+ * \param min_speed Minimum emission speed.
+ * \param max_speed Maximum emission speed.
+ * \return Random speed.
+ */
+ double generate_random_speed(double min_speed, double max_speed) const;
+
+private:
+ //! Counter to count updates to determine how many times emit_particle is called.
+ uint32_t update_count = 0;
+ //! Determines the lowest amount of emission rate (1000 = 0.001 = 1 particle per 1000 updates).
+ static constexpr uint32_t MAX_UPDATE_COUNT = 100;
};
} // namespace crepe
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp
index 10211a3..17a2337 100644
--- a/src/crepe/system/RenderSystem.cpp
+++ b/src/crepe/system/RenderSystem.cpp
@@ -1,3 +1,4 @@
+#include <cmath>
#include <functional>
#include <vector>
@@ -6,7 +7,10 @@
#include "../api/Transform.h"
#include "../facade/SDLContext.h"
#include "../util/log.h"
+#include "../api/ParticleEmitter.h"
+#include "../api/Vector2.h"
+#include "Particle.h"
#include "RenderSystem.h"
using namespace crepe;
@@ -38,24 +42,62 @@ void RenderSystem::update_camera() {
this->curr_cam = &cam;
}
}
-void RenderSystem::render_sprites() const {
+
+bool RenderSystem::render_particle(const Sprite & sprite,
+ const Transform & tm) {
ComponentManager & mgr = ComponentManager::get_instance();
+ SDLContext & render = SDLContext::get_instance();
+
+ auto emitters = mgr.get_components_by_id<ParticleEmitter>(sprite.game_object_id);
+
+ bool rendering_particles = false;
+
+ Transform tmp(0, Vector2{0, 0}, 0, 0);
+ tmp.scale = tm.scale;
+ for (const ParticleEmitter & em : emitters) {
+ if (!em.active) continue;
+ if (!(em.data.sprite.game_object_id == sprite.game_object_id)) continue;
- std::vector<std::reference_wrapper<Sprite>> sprites
- = mgr.get_components_by_type<Sprite>();
+ rendering_particles = true;
+ for (const Particle & p : em.data.particles) {
+ if (!p.active) continue;
+ tmp.position = p.position;
+ tmp.rotation = p.angle;
+ render.draw(em.data.sprite, tmp, *curr_cam);
+ }
+ }
+ return rendering_particles;
+}
+void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) {
+
+ ComponentManager & mgr = ComponentManager::get_instance();
SDLContext & render = SDLContext::get_instance();
+
+ render.draw(sprite, tm, *curr_cam);
+}
+
+void RenderSystem::render() {
+
+ ComponentManager & mgr = ComponentManager::get_instance();
+
+ auto sprites = mgr.get_components_by_type<Sprite>();
for (const Sprite & sprite : sprites) {
- auto transforms
- = mgr.get_components_by_id<Transform>(sprite.game_object_id);
- render.draw(sprite, transforms[0], *curr_cam);
+ if (!sprite.active) continue;
+ auto transform = mgr.get_components_by_id<Transform>(sprite.game_object_id);
+
+ bool rendered_particles = this->render_particle(sprite, transform[0].get());
+
+ if (rendered_particles) continue;
+
+ this->render_normal(sprite, transform[0].get());
}
}
void RenderSystem::update() {
this->clear_screen();
this->update_camera();
- this->render_sprites();
+ this->render();
this->present_screen();
}
diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h
index 70db21a..468f79b 100644
--- a/src/crepe/system/RenderSystem.h
+++ b/src/crepe/system/RenderSystem.h
@@ -1,6 +1,8 @@
#pragma once
#include "api/Camera.h"
+#include "api/Sprite.h"
+#include "api/Transform.h"
#include "System.h"
@@ -43,12 +45,22 @@ private:
//! Updates the active camera used for rendering.
void update_camera();
- //! Renders all active sprites to the screen.
- void render_sprites() const;
+ //! Renders the whole screen
+ void render();
+
+ /**
+ * \brief Renders all the particles on the screen from a given sprite.
+ *
+ * \param sprite renders the particles with given texture
+ * \param tm the Transform component for scale
+ * \return true if particles have been rendered
+ */
+ bool render_particle(const Sprite &, const Transform & tm);
+
+ void render_normal(const Sprite &, const Transform & tm);
/**
* \todo Include color handling for sprites.
- * \todo Implement particle emitter rendering with sprites.
* \todo Add text rendering using SDL_ttf for text components.
* \todo Implement a text component and a button component.
* \todo Ensure each sprite is checked for active status before rendering.