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#pragma once
#include <cmath>
#include <vector>
#include "Component.h"
#include "Particle.h"
#include "system/ParticleSystem.h"
#include "types.h"
namespace crepe {
class Sprite;
/**
* \brief Data holder for particle emission parameters.
*
* The ParticleEmitter class stores configuration data for particle properties, defining the
* characteristics and boundaries of particle emissions.
*/
class ParticleEmitter : public Component {
public:
/**
* \brief Defines the boundary within which particles are constrained.
*
* This structure specifies the boundary's size and offset, as well as the behavior of
* particles upon reaching the boundary limits.
*/
struct Boundary {
//! boundary width (midpoint is emitter location)
float width = INFINITY;
//! boundary height (midpoint is emitter location)
float height = INFINITY;
//! boundary offset from particle emitter location
vec2 offset;
//! reset on exit or stop velocity and set max postion
bool reset_on_exit = false;
};
//! sprite reference of displayed sprite
const Sprite & sprite;
/**
* \brief Holds parameters that control particle emission.
*
* Contains settings for the emitter’s position, particle speed, angle, lifespan, boundary,
* and the sprite used for rendering particles.
*/
struct Data {
//! position of the emitter
vec2 position;
//! maximum number of particles
const unsigned int max_particles = 256;
//! rate of particle emission per second
float emission_rate = 1;
//! min speed of the particles
float min_speed = 1;
//! min speed of the particles
float max_speed = 2;
//! min angle of particle emission
float min_angle = 0;
//! max angle of particle emission
float max_angle = 0;
//! begin Lifespan of particle (only visual)
float begin_lifespan = 0.0;
//! end Lifespan of particle
float end_lifespan = 10.0;
//! force over time (physics)
vec2 force_over_time;
//! particle boundary
Boundary boundary;
//! collection of particles
std::vector<Particle> particles;
};
public:
/**
* \param game_object_id Identifier for the game object using this emitter.
* \param data Configuration data defining particle properties.
*/
ParticleEmitter(game_object_id_t game_object_id, const Sprite & sprite,const Data & data);
public:
//! Configuration data for particle emission settings.
Data data;
private:
//! Saves time left over from last update event.
friend ParticleSystem;
float spawn_accumulator = 0;
};
} // namespace crepe
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