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#pragma once
#include <vector>
#include "Component.h"
#include "Particle.h"
#include "Vector2.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)
double width = 0.0;
//! boundary height (midpoint is emitter location)
double height = 0.0;
//! boundary offset from particle emitter location
Vector2<double> offset;
//! reset on exit or stop velocity and set max postion
bool reset_on_exit = false;
};
/**
* \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
Vector2<double> position;
//! maximum number of particles
const unsigned int max_particles = 0;
//! rate of particle emission per update (Lowest value = 0.001 any lower is ignored)
double emission_rate = 0;
//! min speed of the particles
double min_speed = 0;
//! min speed of the particles
double max_speed = 0;
//! min angle of particle emission
double min_angle = 0;
//! max angle of particle emission
double max_angle = 0;
//! begin Lifespan of particle (only visual)
double begin_lifespan = 0.0;
//! end Lifespan of particle
double end_lifespan = 0.0;
//! force over time (physics)
Vector2<double> force_over_time;
//! particle boundary
Boundary boundary;
//! collection of particles
std::vector<Particle> particles;
//! sprite reference
const Sprite & sprite;
};
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 Data & data);
public:
//! Configuration data for particle emission settings.
Data data;
};
} // namespace crepe
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