#pragma once #include #include "types.h" namespace crepe { /** * \brief Represents a particle in the particle emitter. * * This class stores information about a single particle, including its position, velocity, * lifespan, and other properties. Particles can be updated over time to simulate movement and * can also be reset or stopped. */ class Particle { // TODO: add friend particleSsytem and rendersystem. Unit test will fail. public: //! Position of the particle in 2D space. vec2 position; //! Velocity vector indicating the speed and direction of the particle. vec2 velocity; //! Accumulated force affecting the particle over time. vec2 force_over_time; //! Total lifespan of the particle in milliseconds. uint32_t lifespan; //! Active state of the particle; true if it is in use, false otherwise. bool active = false; //! The time the particle has been alive, in milliseconds. uint32_t time_in_life = 0; //! The angle at which the particle is oriented or moving. double angle = 0; /** * \brief Resets the particle with new properties. * * This method initializes the particle with a specific lifespan, position, velocity, and * angle, marking it as active and resetting its life counter. * * \param lifespan The lifespan of the particle in amount of updates. * \param position The starting position of the particle. * \param velocity The initial velocity of the particle. * \param angle The angle of the particle's trajectory or orientation. */ void reset(uint32_t lifespan, const vec2 & position, const vec2 & velocity, double angle); /** * \brief Updates the particle's state. * * Advances the particle's position based on its velocity and applies accumulated forces. * Deactivates the particle if its lifespan has expired. */ void update(); /** * \brief Stops the particle's movement. * * Sets the particle's velocity to zero, effectively halting any further * movement. */ void stop_movement(); }; } // namespace crepe