#include #include #include #include "api/ParticleEmitter.h" #include "api/Vector2.h" #include "ComponentManager.h" #include "ParticleSystem.h" using namespace crepe; ParticleSystem::ParticleSystem() {} void ParticleSystem::update() { // Get all emitters ComponentManager & mgr = ComponentManager::get_instance(); std::vector> emitters = mgr.get_components_by_type(); for (ParticleEmitter & emitter : emitters) { // Get transform linked to emitter const Transform& transform = mgr.get_components_by_id(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); } // 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,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(std::rand() % static_cast(angle_offset)); } else { // Wrap-around range (e.g., 350 to 10 degrees) double angle_offset = (360 - min_angle) + max_angle; random_angle = min_angle + static_cast(std::rand() % static_cast(angle_offset)); // Wrap around to keep random_angle within 0-360 degrees if (random_angle >= 360) { random_angle -= 360; } } // 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(std::rand() % static_cast(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(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(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& 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 } } } }