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#include <cmath>
#include <ctime>
#include <cstdlib>
#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<std::reference_wrapper<ParticleEmitter>> emitters = mgr.get_components_by_type<ParticleEmitter>();
for (ParticleEmitter & emitter : emitters) {
// Get transform linked to emitter
const Transform& transform = mgr.get_components_by_id<Transform>(emitter.game_object_id).front().get();
// 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 (Particle& particle : emitter.data.particles) {
if (particle.active) {
particle.update();
}
}
// Check if within boundary
check_bounds(emitter, transform);
}
this->update_count = (this->update_count + 1) % this->MAX_UPDATE_COUNT;
}
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 random_angle = generate_random_angle(emitter.data.min_angle, emitter.data.max_angle);
double random_speed = generate_random_speed(emitter.data.min_speed, emitter.data.max_speed);
double angle_radians = random_angle * DEG_TO_RAD;
Vector2 velocity = {
random_speed * std::cos(angle_radians),
random_speed * std::sin(angle_radians)
};
for (Particle& particle : emitter.data.particles) {
if (!particle.active) {
particle.reset(emitter.data.end_lifespan, initial_position, velocity, random_angle);
break;
}
}
}
int ParticleSystem::calculate_update(int count, double emission) const {
double integer_part = std::floor(emission);
double fractional_part = emission - integer_part;
if (fractional_part > 0) {
int denominator = static_cast<int>(1.0 / fractional_part);
return (count % denominator == 0) ? 1 : 0;
}
return static_cast<int>(emission);
}
void ParticleSystem::check_bounds(ParticleEmitter & emitter, const Transform& transform) {
Vector2 offset = emitter.data.boundary.offset + transform.position + emitter.data.position;
double half_width = emitter.data.boundary.width / 2.0;
double half_height = emitter.data.boundary.height / 2.0;
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;
for (Particle& particle : emitter.data.particles) {
const Vector2& position = particle.position;
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};
if (position.x < LEFT) particle.position.x = LEFT;
else if (position.x > RIGHT) particle.position.x = RIGHT;
if (position.y < TOP) particle.position.y = TOP;
else if (position.y > BOTTOM) particle.position.y = BOTTOM;
}
}
}
}
double ParticleSystem::generate_random_angle(double min_angle, double max_angle) const {
if (min_angle == max_angle) {
return min_angle;
} else if (min_angle < max_angle) {
return min_angle + static_cast<double>(std::rand() % static_cast<int>(max_angle - min_angle));
} else {
double angle_offset = (360 - min_angle) + max_angle;
double random_angle = min_angle + static_cast<double>(std::rand() % static_cast<int>(angle_offset));
return (random_angle >= 360) ? random_angle - 360 : random_angle;
}
}
double ParticleSystem::generate_random_speed(double min_speed, double max_speed) const {
if (min_speed == max_speed) {
return min_speed;
} else {
return min_speed + static_cast<double>(std::rand() % static_cast<int>(max_speed - min_speed));
}
}
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