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#include "ParticleSystem.h"
#include <cmath>
#include <ctime>
#include "ParticleEmitter.h"
#include "Particle.h"
#include "ComponentManager.h"
using namespace crepe;
ParticleSystem::ParticleSystem() : m_elapsedTime(0.0f) {} // Initialize m_elapsedTime to 0
void ParticleSystem::update() {
ComponentManager& mgr = ComponentManager::get_instance();
std::vector<std::reference_wrapper<ParticleEmitter>> emitters = mgr.get_components_by_type<ParticleEmitter>();
float deltaTime = 0.10;
for (ParticleEmitter& emitter : emitters) {
float updateAmount = 1/static_cast<float>(emitter.m_emissionRate);
for (float i = 0; i < deltaTime; i += updateAmount)
{
emitParticle(emitter);
}
for (size_t j = 0; j < emitter.particles.size(); j++)
{
if(emitter.particles[j].active)
{
emitter.particles[j].update(deltaTime);
}
}
}
}
void ParticleSystem::emitParticle(ParticleEmitter& emitter) {
Position initialPosition = { emitter.m_position.x, emitter.m_position.y};
float randomAngle = 0.0f;
if(emitter.m_maxAngle < emitter.m_minAngle)
{
randomAngle = ((emitter.m_minAngle + (std::rand() % (static_cast<uint32_t>(emitter.m_maxAngle + 360 - emitter.m_minAngle + 1))))%360);
}
else
{
randomAngle = emitter.m_minAngle + (std::rand() % (static_cast<uint32_t>(emitter.m_maxAngle - emitter.m_minAngle + 1)));
}
float angleInRadians = randomAngle * (M_PI / 180.0f);
float randomSpeedOffset = (static_cast<float>(std::rand()) / RAND_MAX) * (2 * emitter.m_speedOffset) - emitter.m_speedOffset;
float velocityX = (emitter.m_speed + randomSpeedOffset) * std::cos(angleInRadians);
float velocityY = (emitter.m_speed + randomSpeedOffset) * std::sin(angleInRadians);
Position initialVelocity = {
velocityX,
velocityY
};
for (size_t i = 0; i < emitter.particles.size(); i++)
{
if(!emitter.particles[i].active)
{
emitter.particles[i].reset(emitter.m_endLifespan, initialPosition, initialVelocity);
break;
}
}
}
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